I've played a few games with the AI using the new iOS version (2.5) of the game and found a few possible bugs. I'm gonna report them after verifying that they're indeed bugs.

1- The fast forward feature doesn't work correctly. When I tap it after an AI player makes some moves, it cancels one of its moves (or maybe it reverts everything I'm not sure) and the end result I see is different than the one I would have gotten if I hadn't pressed the fast forward button. I've seen the following occur multiple times in the given order:

- The AI conquers a region
- I tap the fast forward button
- The region AI had conquered reverts back to its original "un-conquered" state
- The vertical bar passes over the screen to indicate that the animations are being skipped
- In the final state of the board, the region AI should have conquered stays still in its original, un-conquered state.

2- In the stats screen, it shows that the AI has used Commando Tritons for 7 turns, while it did use it for 3 turns at most. Since those turn counts supposed to show the number of turns a player used a combo as active, they all should add up to 10 for a single player right? As you can see from my screenshot, this is not the case here. Also the order of them seems to be wrong as well, assuming that the combo that was used the most should be listed first.

3- This one is also related to the broken fast forward issue. As you can see from the screenshot, I've chosen wealthy Barbarians in my last turn. The problem here is that it only shows the coins I earned due to the special power, and not the ones I earned from the regions I had conquered. That number should have been larger than 7. This bug had already happened during the game and is not related to the stats screen. I don't know if I would have earned the correct amount had I not tapped the fast forward button during my last turn but I probably would have.

So in short, the fast forward feature seems to be really buggy right now and it should be checked.

2- In the stats screen, it shows that the AI has used Commando Tritons for 7 turns, while it did use it for 3 turns at most. Since those turn counts supposed to show the number of turns a player used a combo as active, they all should add up to 10 for a single player right? As you can see from my screenshot, this is not the case here. Also the order of them seems to be wrong as well, assuming that the combo that was used the most should be listed first.

I don't believe this is a bug. The final screen shows the number of turns you got coins with that race, not the active turns. So even if you just had one race token on the board in decline, it'll count that as a turn when you got coins...but once the race is wiped off the board or you send a second race in decline, it stops counting the turns.

I don't believe this is a bug. The final screen shows the number of turns you got coins with that race, not the active turns. So even if you just had one race token on the board in decline, it'll count that as a turn when you got coins...but once the race is wiped off the board or you send a second race in decline, it stops counting the turns.

I don't believe this is a bug. The final screen shows the number of turns you got coins with that race, not the active turns. So even if you just had one race token on the board in decline, it'll count that as a turn when you got coins...but once the race is wiped off the board or you send a second race in decline, it stops counting the turns.

"The top two items tell you how long this combo was used while active, in both number of turns and Game Clock time lapsed during that play."

If they later changed it the way you say then it's ok.

Indeed, you are correct. I forgot about that post. Based on the games I've looked at, the number seems to be how long the race has given money, but we'll need to get clarification on what it should be showing.

Did you earn 17 coins in one of your turns with one combo, or was there another race in decline? Because the stats are shown separately for each combo.

17 was active + decline. I figured this might be the case but the numbers are still wrong either way because I earned 14 with my active race and 3 with the one in decline yet it showed it as 12. And there's the other bug I've seen in my last turn (3).

The turn counter indicates the number of turns during which the combo brought points, whether it was active or in-decline.

The number of coins that you spent or gathered when picking a combo will be included in this combo. This includes the coins at the very first turn, e.g. if you pick the first combo, it is considered that you got 5 extra coins (since you did not spend them) for that combo.

Be careful of extra coins that you may get or lose in some special cases. For example, with Leprechauns or with the Corrupt power, the Ransacking power, or the Mercenary one. These can make things more complicated to compute.

The turn counter indicates the number of turns during which the combo brought points, whether it was active or in-decline.

The number of coins that you spent or gathered when picking a combo will be included in this combo. This includes the coins at the very first turn, e.g. if you pick the first combo, it is considered that you got 5 extra coins (since you did not spend them) for that combo.

Be careful of extra coins that you may get or lose in some special cases. For example, with Leprechauns or with the Corrupt power, the Ransacking power, or the Mercenary one. These can make things more complicated to compute.

Have fun!

Yann @ DOW

And this is why it's nice to have the computer version to do all of the complicated math for us...it can keep all of this and tell us how many points we earned.

The number of coins that you spent or gathered when picking a combo will be included in this combo. This includes the coins at the very first turn, e.g. if you pick the first combo, it is considered that you got 5 extra coins (since you did not spend them) for that combo.

Ah, so this is the source of the inconsistencies between the min/max numbers. Thanks for the clarification.

But taking the 5 coins we have at the start into account didn't make any sense to me. After all, those stats are there to give an idea about which combinations earned us the most coins. The first combo doesn't really makes us earn those 5 coins, we already have them. So currently you're giving an advantage to our first combo in the stats.

What about having another different stat for 'How many coins have been spent on combos'? That way you can determine accurately how many coins a race combo is scoring and still keep track of the minus points from buying lower combos.
Just my two cents.